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feat: removing bridge classes for game states MTT-4204 #697
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And renamed ServerBossRoomState to BossRoomState. Added lifetime scopes to all the subscenes of BossRoom scene. These autoinject gameobjects that live under the "static network objects" groupings.
replaced with BufferedNetworkMessageChannel (an addition in this entry) - this message channel is identical to NetworkMessageChannel, but it inherits from a buffered message channel instead. This is used as a way to pass data that syncs from server to clients between different scenes without the need for SO variables, which are hard to understand.
…meState also added auto-injected objects to the PostGameState-bearing game object.
…tiplayer.samples.coop into pdeschain/removing-bridge-classes
…urned from the method)
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feat: removing bridge classes for game states MTT-4014
feat: removing bridge classes for game states MTT-4204
Jul 25, 2022
Assets/Scripts/Infrastructure/PubSub/BufferedNetworkedMessageChannel.cs
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Replaced it's usage with WinState with a NetworkWinState that's preserved by BossRoomState to survive onto the next scene, PostGameState, which then destroys that preserved gameobject/NetworkWinState when we exit PostGameState to whatever next state.
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Just nitpicks. Much cleaner.
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Co-authored-by: Fernando Cortez <fernando.cortez@unity3d.com>
Co-authored-by: Fernando Cortez <fernando.cortez@unity3d.com>
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Co-authored-by: Sam Bellomo <71790295+SamuelBellomo@users.noreply.github.com>
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Description
Removed unnecessary empty Client*** classes that represented game state. Also cleaned up the naming of remaining Server*** state classes.
Replaced a pattern where we use a DontDestroyOnLoad gameobject to pass around networked win/loose data between scenes and replaced it with a static instance which is preserved by BossRoomState and cleaned up by PostGameState.
Issue Number(s)
MTT-4204
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